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Question by franktrog · Jul 08, 2011 at 06:45 PM · issue3dsmaxrigshading

Shading Issue

Hey yall,

I am having an issue with some geometry showing up incorrectly. On the attached image the right geometry shows up correctly and the left one incorrectly. They are the same geometry, just the right one is unrigged and the left one is rigged. They are both using the same material shader in Unity. Objects are being exported from 3ds Max as FBX and imported into Unity. Any thoughts on why this is happening? Thanks!

Frank alt text

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Answer by franktrog · Jul 08, 2011 at 10:53 PM

Thanks for the reply Borgo. I tried your suggestion and still ran into some banding issues. It just seems weird that this may be the issue when the object without bones and animation imports correctly. I think it might have been due to some twisting of bones that I noticed when animating but I fix that and it still has issues. Any thoughts?

Regards,

Frank

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Answer by Borgo · Jul 08, 2011 at 07:02 PM

Click in your 3d source (fbx e.g.) and in the inspector you will see the FBX importer (or another importer). You need to tell Unity to "Calculate normals" and set the angle to a lower value. Apply and see the result.

By default, the Normals is seted to "Import". See the Mesh Documentation http://unity3d.com/support/documentation/Components/class-Mesh.html

The "Calculate Normals" is used to smooth edges, if its too large, it can cause bad looking geometries.

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Answer by franktrog · Jul 10, 2011 at 03:49 PM

I actually figured out the issue. Originally I had skinned the object to bones laid out flat and then reskinned it after animating it using a SkinData Object. When I reskinned it it was all collapsed in on itself so it seemed to conform to the normals when collapsed in on itself.

To fix this issue I made a new skin data mesh of the object when it was stretched out flat again and reskinned it and then set the animation back to how I wanted it and it now imports properly.

Thanks for the help though Borgo!

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